JNWN Update

Hey Guys,

I know its been awhile but I’ll be puting back a significant update this weekend.

Resource Manager/Resource Browser: Now handles NWN PLT textures (palleted textures-- used for things that chnage color like skin, armor, clothing, etc). Browser has a new viewer that lets you set the color numbers and see the results.

JNWN Client: Thanks to code and some debugging help from Shanw Kendall, it now has true character v. world blocking and physics! I want to clean it up a bit but I hope to have that in good shape by the put back. This version uses character bounding sphere which is rather large, Im going to be looking into capped cynliders instead next week.

Slow but steady, guys :slight_smile:

Can JNWN be used as a NWN loader?

If so, how does it compare to http://sourceforge.net/projects/nwn-j3d/?

There is a loader as part of the JNWN code base. It is separate from the engine itself and can be used independently.

It is totally different from Abies loader. Abies loader only loads the NWN model files after they are dumped to separate ASCII files, the loader in JWN loads the models straight out of the NWN resource base as binary files.

The JNWN loader also has a NWN resource manager under it (necessary for reading data out of the NWN data set as delivered with the product) abies as mentioened before just reads descrete files.

The JNWN loader is also designed to be portable to other scene graphs or game engines, its a two phase laoder. The first phase loads the data into an in-memory representation of the NWN data, the second phase translates it to J3D structures JNWN uses. So if you want a different organization all you need to do is replace the “translator” with your own code.

Finally, the JNWN loader does not yet support palleted textures, but the support is there for them in the resource manager and loader support for them is coming just as soon as i have the time to integrate it.

Oh one more thing…

Abies has a particle system already integrated.

I haven’t done that yet in the loader in JNWN

Edit: I have started integrating the Genesis FX particle system into the JNWN codebase. Ill post when its done.

Put back a new JNWN last weekend.

This one supprots palleted textures (but the interface to chnage the pallete selectiosn is stil lcoming.) It also has a the start of a GenesisFX particle system. It creates a green “Hello World” particle system in the right palce, now I need to work onconverting the NWN emitter params to proper GFX ones.